/Engine/Source/Runtime/Engine/Classes/GameFramework/InputSettings.h
https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html
class UInputSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TArray< struct ...
AxisConfig
Properties of Axis controls
uint8: 1
bAltEnterTogglesFullscreen
uint8: 1
bAlwaysShowTouchInterface
Should the touch input interface be shown always, or only when the platform has a touch screen?
uint8: 1
bCaptureMouseOnLaunch
Controls if the viewport will capture the mouse on Launch of the application
uint8: 1
bEnableDynamicComponentInputBinding
Should components that are dynamically added via the 'AddComponent' function at runtime have input delegates bound to them?
uint8: 1
bEnableFOVScaling
Scale the mouse based on the player camera manager's field of view.
uint8: 1
bEnableGestureRecognizer
Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried
uint8: 1
bEnableInputDeviceSubsystem
If true, then the input device subsystem will be allowed to Initalize when the engine boots.
uint8: 1
bEnableLegacyInputScales
Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale)
uint8: 1
bEnableMotionControls
If set to false, then the player controller's InputMotion function will never be called.
uint8: 1
bEnableMouseSmoothing
Mouse smoothing control.
uint8:  1
bF11TogglesFullscreen
uint8: 1
bFilterInputByPlatformUser
If true, then the PlayerController::InputKey function will only process an input event if it came from an input device that is owned by the PlayerController's Platform User.
uint8: 1
bShouldFlushPressedKeysOnViewportFocusLost
If true, then the Player Controller will have it's Pressed Keys flushed when the input mode is changed to Game and UI mode or the game viewport loses focus.
uint8: 1
bShowConsoleOnFourFingerTap
Whether or not to show the console on 4 finger tap, on mobile platforms
uint8: 1
bUseAutocorrect
If enabled, virtual keyboards will have autocorrect enabled.
uint8: 1
bUseMouseForTouch
Allow mouse to be used for touch.
TArray<FKey>
ConsoleKeys
The keys which open the console.
FSoftObjectPath
DefaultTouchInterface
The default on-screen touch input interface for the game (can be null to disable the onscreen interface)
EMouseCaptureMo...
DefaultViewportMouseCaptureMode
The default mouse capture mode for the game viewport
EMouseLockMode
DefaultViewportMouseLockMode
The default mouse lock state behavior when the viewport acquires capture
float
DoubleClickTime
If a key is pressed twice in this amount of time it is considered a "double click"
TArray<FString...
ExcludedAutocorrectCultures
Disables autocorrect for these cultures, even if autocorrect is turned on.
TArray<FString...
ExcludedAutocorrectDeviceModels
Disables autocorrect for these device models, even if autocorrect is turned in.
TArray<FString...
ExcludedAutocorrectOS
Disables autocorrect for these operating systems, even if autocorrect is enabled.
float
FOVScale
The scaling value to multiply the field of view by.
FPerPlatformSet...
PlatformSettings
Platform specific settings for Input.